Crystalline’s door script for non root prims and meshes. Some modifications were made by Brayla Sana after she learned some scripting. Works both in SL and Opensim.
//FREE SCRIPTS - TESTED AND WORKING ON KITELY // If you paid for this script, you were ripped off. // You may use in your creations. // You may not sell it as a script or in a script collection. /* Crystaline's door script v1.1 License: This script may be modified and copied. If you modify it, please add a comment below in the modifications section explaining the modification along with your name. You may not resell or distribute this script except when it is included as part of a product you have created. Use: This door script is intended for use on linked non-root prims - anotherwards, doors that are attached to something (such as a door frame or wall) and are not the root prim of the link set. All customizable values will be read in from a notecard. Modifications: If you modify this script from the original, please add your name and a comment explaining the modification to this section. Modified by Brayla Sana: * I added physics changes to the open doors, so now open doors do not block you. * I created 3 versions, one for each axis. */ // The name of the notecard that contains the door settings string NotecardName = "Door Settings"; // ------------------------------------------------------------------------------------ // Default values for settings that are read from the notecard. These will be // overwritten by things in the notecard. // ------------------------------------------------------------------------------------ // The amount to rotate the door in degrees float DoorRotation; // The number of seconds before auto-closing the door, or 0 to disable float AutoCloseTime; // The set to link this door with. All doors that are linked to this one and share // the same DoorSet will open and close together. Can be any valid integer, setting // it to -1 will disable linking with other doors integer DoorSet; // The sound to play when the door opens. This can be a UUID or the name of a // sound in the prim's inventory. Set to empty string to disable. string OpenSound; // The sound to play when the door closes. This can be a UUID or the name of a // sound in the prim's inventory. Set to empty string to disable. string CloseSound; // The volume to play the door opening sound at from 0.0 to 1.0 float OpenVolume; // The volume to play the door closing sound at from 0.0 to 1.0 float CloseVolume; // ------------------------------------------------------------------------------------ // Script implementation // Whether the door is currently open integer DoorOpen = 0; // The original position and rotation of the door vector OriginalPosition; rotation OriginalRotation; // The amount of rotation to apply when opening the door, derived from DoorRotation rotation RotationOffset; // The key of the last notecard that was read key NotecardKey; // The notecard line currently being read integer CurrentLine; // The key to use for dataserver queries key QueryKey; // Toggles the open state of the door (opens or closes it) ToggleDoor() { if (DoorOpen) { CloseDoor(); } else { OpenDoor(); } } // Opens the door OpenDoor() { DoorOpen = 1; llSetPrimitiveParams([PRIM_PHYSICS_SHAPE_TYPE, 1]); //Makes the door "Phantom" when open llSetTimerEvent(AutoCloseTime); OriginalPosition = llGetLocalPos(); OriginalRotation = llGetLocalRot(); if (OpenSound != "") llTriggerSound(OpenSound, OpenVolume); llSetLocalRot(RotationOffset * OriginalRotation); } // Closes the door CloseDoor() { DoorOpen = 0; llSetPrimitiveParams([PRIM_PHYSICS_SHAPE_TYPE, 2]); //Makes the door "Solid" when closed llSetTimerEvent(0.0); if (CloseSound != "") llTriggerSound(CloseSound, CloseVolume); llSetLocalRot(OriginalRotation); llSetPos(OriginalPosition); } // Read the script setup from the notecard if needed ReadSetup() { key ncKey = llGetInventoryKey(NotecardName); if (ncKey != NotecardKey) { // If the key is not the same as last time, it means either the // notecard has changed, or we just have not read it yet NotecardKey = ncKey; CurrentLine = 0; llSetText("* Loading *", <1.0, 0.0, 0.0>, 1.0); QueryKey = llGetNotecardLine(NotecardName, CurrentLine); } } // Sets all values to their defaults SetDefaults() { DoorRotation = 90; AutoCloseTime = 15; DoorSet = -1; OpenSound = ""; CloseSound = ""; OpenVolume = 1.0; CloseVolume = 1.0; } // Perform any setup needed after the notecard has been read PerformSetup() { // Default is X axis. replace with commented line for Y or Z axis. RotationOffset = llEuler2Rot(<DoorRotation * DEG_TO_RAD, 0, 0>); // rotates on X axis // RotationOffset = llEuler2Rot(<0, DoorRotation * DEG_TO_RAD, 0>); // rotates on Y axis // RotationOffset = llEuler2Rot(<0, 0, DoorRotation * DEG_TO_RAD>); // rotates on Z axis llSetText("", <1.0, 1.0, 1.0>, 1.0); } // Parse a line from the notecard and store anything we need from it ParseLine(string line) { if (llStringTrim(line, STRING_TRIM) == "") { // Skip empty lines return; } if (llGetSubString(llStringTrim(line, STRING_TRIM_HEAD), 0, 0) == "#") { // Lines whose first non-whitepace character is a # are comments return; } list splitLine = llParseString2List(line, ["="], [""]); if (llGetListLength(splitLine) != 2) { llOwnerSay("Skipping line " + (string)CurrentLine + " in setup notecard because it could not be parsed:\n" + line); return; } // It appears we have a variable to set on this line, so let's try it string varName = llStringTrim(llList2String(splitLine, 0), STRING_TRIM); string varValue = llStringTrim(llList2String(splitLine, 1), STRING_TRIM); if (varName == "DoorRotation") { DoorRotation = (float)varValue; } else if (varName =="AutoCloseTime") { AutoCloseTime = (float)varValue; } else if (varName =="DoorSet") { DoorSet = (integer)varValue; } else if (varName =="OpenSound") { OpenSound = varValue; } else if (varName =="CloseSound") { CloseSound = varValue; } else if (varName =="OpenVolume") { OpenVolume = (float)varValue; } else if (varName =="CloseVolume") { CloseVolume = (float)varValue; } } default { state_entry() { // Perform setup once to ensure good defaults in case there // is a problem reading the notecard SetDefaults(); PerformSetup(); // Read the notecard to setup the script NotecardKey = NULL_KEY; ReadSetup(); } on_rez(integer param) { llResetScript(); } touch_start(integer total_number) { if (DoorSet == -1) { // We are not part of a set, so just toggle ourself ToggleDoor(); } else { // We are part of a set that opens/closes together, send a toggle // message. We will also get the message ourself. llMessageLinked(LINK_SET, DoorSet, "ToggleDoor", NULL_KEY); } } moving_end() { // If someone moves the door, assume that it is closed and is in its // new closed position. This event is not dependable and probably will // not fire most of the time, but we don't really care in this case. if(DoorOpen) { DoorOpen = 0; llSetTimerEvent(0.0); } } timer() { CloseDoor(); } link_message(integer sender_num, integer num, string str, key id) { if (num == DoorSet && str == "ToggleDoor") { ToggleDoor(); } } changed(integer change) { if (change & CHANGED_INVENTORY) { SetDefaults(); ReadSetup(); } } dataserver(key query_id, string data) { if (query_id == QueryKey) { if (data == EOF) { llOwnerSay("Door Ready"); PerformSetup(); } else { ParseLine(data); ++CurrentLine; QueryKey = llGetNotecardLine(NotecardName, CurrentLine); } } } }
Settings Notecard:
# These settings will be read and used by the door script to configure its options. Just modify the # settings and save them. Any empty lines or lines with a # at the beginning will be ignored by the # script. If you put a # in front of a setting (or remove a setting), it will revert to its default value. # I recommend making a backup of this notecard (or the object containing it) before you modify it, # in case something gets messed up. # The amount to rotate the door when it opens (in degrees, 0 - 360) DoorRotation = 90 # The number of seconds before auto-closing the door, or 0 to disable AutoCloseTime = 15 # The set to link this door with. All doors that are linked to this one and share # the same DoorSet will open and close together. Can be any valid integer, setting # it to -1 will disable linking with other doors. DoorSet = -1 # The sound to play when the door opens. This can be a UUID or the name of a # sound in the prim's inventory. Set to empty string to disable. OpenSound = # The sound to play when the door closes. This can be a UUID or the name of a # sound in the prim's inventory. Set to empty string to disable. CloseSound = # The volume to play the door opening sound at from 0.0 to 1.0 OpenVolume = 1.0 # The volume to play the door closing sound at from 0.0 to 1.0 CloseVolume = 1.0